+#include "follow.qh"
+
void _Movetype_Physics_Follow(entity this) // SV_Physics_Follow
{
entity e = this.aiment;
if(e.angles == this.punchangle)
{
- this.move_origin = e.origin + this.view_ofs;
+ this.origin = e.origin + this.view_ofs;
}
else
{
ang = e.angles;
ang_x = -e.angles_x;
makevectors(ang);
- this.move_origin_x = v_x * v_forward_x + v_y * v_forward_y + v_z * v_forward_z + e.origin_x;
- this.move_origin_x = v_x * v_right_x + v_y * v_right_y + v_z * v_right_z + e.origin_y;
- this.move_origin_x = v_x * v_up_x + v_y * v_up_y + v_z * v_up_z + e.origin_z;
+ this.origin_x = v_x * v_forward_x + v_y * v_forward_y + v_z * v_forward_z + e.origin_x;
+ this.origin_y = v_x * v_right_x + v_y * v_right_y + v_z * v_right_z + e.origin_y;
+ this.origin_z = v_x * v_up_x + v_y * v_up_y + v_z * v_up_z + e.origin_z;
}
- this.move_angles = e.angles + this.v_angle;
+ this.angles = e.angles + this.v_angle;
_Movetype_LinkEdict(this, false);
}